/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef PINBALL_H
#define PINBALL_H

/// This tests bullet collision and provides an example of a gameplay scenario.
/// This also uses a loop shape.
class Pinball : public Test
{
public:
    Pinball()
    {
        // Ground body
        b2Body* ground = NULL;
        {
            b2BodyDef bd;
            ground = m_world->CreateBody(&bd);

            b2Vec2 vs[5];
            vs[0].Set(0.0f, -2.0f);
            vs[1].Set(8.0f, 6.0f);
            vs[2].Set(8.0f, 20.0f);
            vs[3].Set(-8.0f, 20.0f);
            vs[4].Set(-8.0f, 6.0f);

            b2ChainShape loop;
            loop.CreateLoop(vs, 5);
            b2FixtureDef fd;
            fd.shape = &loop;
            fd.density = 0.0f;
            ground->CreateFixture(&fd);
        }

        // Flippers
        {
            b2Vec2 p1(-2.0f, 0.0f), p2(2.0f, 0.0f);

            b2BodyDef bd;
            bd.type = b2_dynamicBody;

            bd.position = p1;
            b2Body* leftFlipper = m_world->CreateBody(&bd);

            bd.position = p2;
            b2Body* rightFlipper = m_world->CreateBody(&bd);

            b2PolygonShape box;
            box.SetAsBox(1.75f, 0.1f);

            b2FixtureDef fd;
            fd.shape = &box;
            fd.density = 1.0f;

            leftFlipper->CreateFixture(&fd);
            rightFlipper->CreateFixture(&fd);

            b2RevoluteJointDef jd;
            jd.bodyA = ground;
            jd.localAnchorB.SetZero();
            jd.enableMotor = true;
            jd.maxMotorTorque = 1000.0f;
            jd.enableLimit = true;

            jd.motorSpeed = 0.0f;
            jd.localAnchorA = p1;
            jd.bodyB = leftFlipper;
            jd.lowerAngle = -30.0f * b2_pi / 180.0f;
            jd.upperAngle = 5.0f * b2_pi / 180.0f;
            m_leftJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);

            jd.motorSpeed = 0.0f;
            jd.localAnchorA = p2;
            jd.bodyB = rightFlipper;
            jd.lowerAngle = -5.0f * b2_pi / 180.0f;
            jd.upperAngle = 30.0f * b2_pi / 180.0f;
            m_rightJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
        }

        // Circle character
        {
            b2BodyDef bd;
            bd.position.Set(1.0f, 15.0f);
            bd.type = b2_dynamicBody;
            bd.bullet = true;

            m_ball = m_world->CreateBody(&bd);

            b2CircleShape shape;
            shape.m_radius = 0.2f;

            b2FixtureDef fd;
            fd.shape = &shape;
            fd.density = 1.0f;
            m_ball->CreateFixture(&fd);
        }

        m_button = false;
    }

    void Step()
    {
        if (m_button)
        {
            m_leftJoint->SetMotorSpeed(20.0f);
            m_rightJoint->SetMotorSpeed(-20.0f);
        }
        else
        {
            m_leftJoint->SetMotorSpeed(-10.0f);
            m_rightJoint->SetMotorSpeed(10.0f);
        }

//      Test::Step(settings);
//
//      m_debugDraw.DrawString(5, m_textLine, "Press 'a' to control the flippers");
//      m_textLine += 15;

    }

    void Keyboard(unsigned char key)
    {
        switch (key)
        {
        case 'a':
        case 'A':
            m_button = true;
            break;
        }
    }

    void KeyboardUp(unsigned char key)
    {
        switch (key)
        {
        case 'a':
        case 'A':
            m_button = false;
            break;
        }
    }

    static Test* Create()
    {
        return new Pinball;
    }

    b2RevoluteJoint* m_leftJoint;
    b2RevoluteJoint* m_rightJoint;
    b2Body* m_ball;
    bool m_button;
};

#endif
